Caligari New Mail!!

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Caligari New Mail!! // Roundtable

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Post by stan // Apr 9, 2007, 5:14am

stan
Total Posts: 1240
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rj0, just go to the main caligari page and you can order V-Ray1.5 from the link 'already a caligari customer?'

Post by Jack Edwards // Apr 9, 2007, 6:31am

Jack Edwards
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@Dele,


You mean like this?

5261


It's the screen shot in 7.11 before I moved it over to test in the beta. You're right about the math: It's just two multiplies and one addition for each vert. :p


@Humdinger,


You're welcome! I'll see what I can do. I haven't played with the bones system any (just haven't had time), but my guess would be that if the skeletal deformations are linked so that all the morph targets deform as well the then the script should work fine. Likely it should be good enough to get the job done without too much work.


From what Mr. Bones posted in the other thread, his solution looks like it's going to be much better integrated though and I'm pretty excited to see what he comes up with.


I did have a cool idea that I may also implement, which would allow you to select a group of specific verts to be affected by the morph. Shouldn't to hard to setup, but I'm not really sure how valuable it would be...


-Jack.

Post by Délé // Apr 9, 2007, 7:26am

Délé
Total Posts: 1374
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That's exactly what I imagined. Nice job Jack! :D Now you should be able to link the mesh output of the script object into a new script object right? So you could create morphs of morphs of morphs. Could get very interesting. :)


It would be really nice to make a morph script that works between two different objects with a different number of verts, but I know that's a whole different ballgame.

Post by Jack Edwards // Apr 9, 2007, 7:47am

Jack Edwards
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Thanks Dele :-)


Haven't tried it but they should link up no probs. There's a few bugs in the version I released earlier, so hopefully I'll get the updated version done and posted before I log to get some sleep.


The new version will allow 2 morph meshes to be hooked up. The cooler part is that once I get the new code working, I'll be able to pretty much cut'n'paste it up to any arbitrary number of morph meshes. I'm also adding in checks so that the meshes don't have to be hooked up in any special order.


Problem with hooking up meshes that don't have the same geometry is there's no way to figure out which verts correspond... :(


-Jack.

Post by Humdinger // Apr 9, 2007, 8:01am

Humdinger
Total Posts: 319
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Jack and Dele ..


COOL ! COOL ! COOL !!!


Hope others are reading and watching and realizing as well.


Jack think 'smile':jumpy:


Crude bit even using the basic sphere you have there..make a mod/morph of that mesh that looks like it is smiling..even if in only in wireframe...


Basically I think most of us are thinking faces more than anything esle.


So you make a 'happy' 'sad' 'angry' 'frightened' 'open mouth' 'close mouth' ' o sound' morph..and belnd away from there


Stuff like that.


Add to that the ability to flex/bluge muscle groups...? Or how about being able to vertex morph/animate a mesh's big fat belly !!!


One would think you could make a few morphs and then work in some simulation check to get the belly to almost animate itself as the rig moves about!


:banana:


Sadly..i am not a TS 7.0 or up user, so I can offer little or no help other than looking at examples already posted that seem to show that this is exactly what the LE was/is all about.

Post by Jack Edwards // Apr 9, 2007, 9:46am

Jack Edwards
Total Posts: 4062
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Bummer. Averaging doesn't work for more than one mesh target. :(


Basically if you have two mesh targets one with eye brow up and one with the mouth open, you'd be adding the neutral pose twice and the changed pose only once, so it becomes impossible to fully express either changed pose.


I do have a solution but it's much more complex logically. Basically I have to solve for only the vertices that are changed and weight them while ignoring the unchanged ones. Where it's going to get tricky is verts that have changes shared between morph targets...


Hopefully I'm on the right track now and I'll be able to start a new thread for the tool tomorrow in the "interactive artwork" section.


-Jack

Post by tomasb // Apr 9, 2007, 10:16am

tomasb
Total Posts: 261
Bummer. Averaging doesn't work for more than one mesh target. :(


Basically if you have two mesh targets one with eye brow up and one with the mouth open, you'd be adding the neutral pose twice and the changed pose only once, so it becomes impossible to fully express either changed pose.


I do have a solution but it's much more complex logically. Basically I have to solve for only the vertices that are changed and weight them while ignoring the unchanged ones. Where it's going to get tricky is verts that have changes shared between morph targets...


Hopefully I'm on the right track now and I'll be able to start a new thread for the tool tomorrow in the "interactive artwork" section.


-Jack


better way is to remember difference between original and morphed pose. then the blending will be:


result = w1*pose1 + w2*pose2 + ... wn * posen - (1+w1+w2+..wn)*default_pose.


which should be the same as


result = default_pose + w1*(pose1-default_pose) + w2*(pose2-default_pose)...


then unchanged vertices will cancel out and you have full control for each morph.

Post by Jack Edwards // Apr 9, 2007, 11:01am

Jack Edwards
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Thanks Tomas! That solves it. :banana:

Looks like it's working great now too. Just need to add a few more links so more meshes can hook up and I'm gonna call this one done. So it's off to sleep for me. Should have it up sometime in the morning.

-Jack

Post by roman // Apr 9, 2007, 12:01pm

roman
Total Posts: 320
Thanks Tomas! That solves it. :banana:

Looks like it's working great now too. I love to see posts like this. That does not mean we will not work on morhping ourselves, but thanks to TS7 Link Editor and Script Editor I have seen countless great collaborations on TS7.5 Beta list both among users themselves as well as combined user/developer collaboration where the end product was a script or plug-in owned by the end user and frequently donated to the community for other users to share.


More than anything, I see trueSpace future in collaboration in our comunity, I am not big on open source but it did prove that power of open comunity can often outperform the mighty corporate proprietary solution. trueSpace objects can be extended in many ways, as open scripts but also as Link Editor assemblies or binary plug-ins.


"Ask not (only) what Caligari can do for you, ask yourself what you can do for Caligari comunity":)

Post by prodigy // Apr 9, 2007, 2:40pm

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"Ask not (only) what Caligari can do for you, ask yourself what you can do for Caligari comunity":)


AMEN.... :)

Post by Humdinger // Apr 9, 2007, 4:12pm

Humdinger
Total Posts: 319
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Thanks Tomas! That solves it. :banana:


Looks like it's working great now too. Just need to add a few more links so more meshes can hook up and I'm gonna call this one done. So it's off to sleep for me. Should have it up sometime in the morning.


-Jack


To quote RAM from Tron

http://www.3gcs.com/tron/cards/36.jpg


'The users...the users...the users.'

Post by Humdinger // Apr 9, 2007, 4:26pm

Humdinger
Total Posts: 319
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"Ask not (only) what Caligari can do for you, ask yourself what you can do for Caligari comunity":)


---


http://www.meobeco.com/odds/cyberfloyd/mcp_roman.jpg


:D
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